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Game Updates: Traits

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petespri.6548

If they made it so you had all the Adept traits unlocked by 36, the Master by 66 and the Grand Master by 80 then it wouldn’t be a problem. The problem is having adept traits being unlocked in 55-65 zone.

That would be much better.

Maybe this is just one step before they remove levels from the game…. I’d call that a great move. We don’t even need them anyway!

Game Updates: Traits

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petespri.6548

I was thinking about starting a new character.

So if I create a totally new one, I wont have access to traits? But if I have an existing one (say, my level 31 theif), I will still have the normal trait selection?

From what I understood (correct me if I am wrong) I thought that any character under level 80 has to do the trait hunts.

Why did they put some traits in zones that are 10+ levels higher than you from the point you have access to them? I don’t get how that even happens in game development when considering players that are totally new to the game…

If you could pick a new race

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petespri.6548

Dwarf.

15 chars.

Guild Wars 2: A Realm Reborn

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petespri.6548

2. I personally like that each weapon has it’s own individual skills (although I wouldn’t say no to more skills tied to the weapon and the ability to swap skills out). It makes the weapon something more than simply a stat-stick and adds a bit of depth to the character customisation. Not only that, in GW1, there were quite a few skills that were tied to a weapon that you couldn’t use with any other weapon type.

2. In MY opinion, having weapon locked skills makes for less customization. When you have hundreds of possible skills, and can load each individually, that means if all you have are 5 “weapn skills” that are freed up and Individual…. you have many more combos… even if it’s just exactly 100..that’s 100C5 possible combinations… not even counting utility skills. 3 mainhand skills + 2 offhand skills or 5 two handed weapon skills… does not mean more customizability, but less.

I’m on the fence on this subject. I would love new skills, new weapons. Would love spvp even more if people didn’t know exactly what I could or couldn’t do based on what weapon(s) they see me running around with. However my main concern, if we had the ability to slot skills of our choosing onto our build template, would be balance. I don’t know how it could be balanced… and if it could – The difficulty would be something I’m not sure ArenaNet is equipped to handle.

Obviously Anet went this route with GW2 precisely to making balancing easier and quicker.
1. The limited skills
2. The limited weapon skills and tied all weapon skills together
3. They limited total quantity of skills
4. They eliminated subclasses.

Does this make it easier to balance? Of course it does!

Does it take satisfaction away from being able to RPG your toon and make a build that you want? Obviously yes.

There has been no word from Devs on adding more weapon skills or skills in general since Oct 2013 when MMORPG had an interview with Anet that said that engineers would get hammers, etc.

Guess what, I highly doubt they are adding any more skills for another year at the very least. If anything, the latest seems that they want to redefine classes and simply nerf of buff or change already existing skills. Dont expect more, expect more cud-chewing, just like they keep doing with traits.

Stat Combos

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petespri.6548

I’d like to see a set or two focused on conditions that are more offensive than tank.
Cond Dmg (major) , cond. Duration, tough
boon duration, cond dmg, cond duration

Stability = OP

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Only thing that is OP is skills that have BOTH Stability AND Stun Break, IMO.

What do want in the FEATURE Only Update?

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petespri.6548

1. Spell particle slider down to none.

2. Sort light, medium, heavy in TP

3. Fix all bugs of all classes, runes, sigils.

4. Upgrade AI to make fights more fun in dungeons.

5. Make non dps gear and associated support builds worth playing based on encounter design.

Other classes should be more like warriors...

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petespri.6548

I disagree. Power Creep is a huge problem in this game. Warriors need to be brought in line with the other classes, not the other way around.

So we can instead have no classes with multiple viable builds?

Naw, I want other classes to have more options, like the warrior does.

Other classes should be more like warriors...

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petespri.6548

I agree that the vast difference in base HP is counter-productive to build diversity.

How can you attempt to balance a game when there is such a huge gap in base survivability?

I agree that Warriors should serve as a template for other classes too. Their traits are generally better and more universal instead of being pigeonholed into a specific build/play-style.

Your first and last paragraphs really hit the nail on the head for how I feel about it now. Very well worded.

Other classes should be more like warriors...

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Yeah, it’s just one condition though. Not a reliable, consistent cleanse.

Other classes should be more like warriors...

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petespri.6548

Everything about Warrior is pretty versatile. Unlike other classes, he doesn’t need to do something like take four traits just to make a weaponset useable. The natural tankiness of the class definitely helps with versatility too, though, since investing in defense becomes a little more of an option and not a necessity.

I totally agree. The class is well thought out and things tend to work together pretty well.

I think base hp and toughness should be brought closer together when considering all classes. I think the feel of warrior is good now. Low and Medium base HP and armor professions should be brought up some so there is not such a great difference.

That stuff aside, other classes just need more build options in general. I want to see more weapon skills for them to give them more tools to compete and have fun and unique builds.

To the other poster, there are plenty of builds that don’t use Cleansing Ire. Yes, it is a good skill, but not required in pve or even pvp/wvw depending on what you are running. And also, even though Longbow is my favorite weapon, there are many builds that do not use that either.

That said, I’d like to see other classes have more condition removal, since the meta is crazy with how fast people can load you up with them. I wouldn’t mind seeing a similar trait for other class mechanics such as Mesmer’s F4 (distortion), cleanse 1 condition per illusion shattered. Obviously other classes have similar options available.

Other classes should be more like warriors...

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petespri.6548

Quick and dirty observation and conclusion here.

Observation: Warriors have far more viable builds. I propose that this build variety comes from the fact that Warriors have 1) so many more weapon choices and 2) high base health and toughness. Other classes have very few choices and combinations comparatively, and less hp and toughness.

Conclusion: Instead of nerfing warriors build options, progress the game by adding more weapon opportunities to other classes and bringing base HP and Armor of low and medium professions closer to a warriors. I want to see this game go forward, not backwards or stagnant! I also want to be able to pick up other classes and have just as much fun with builds. I’m going to burn out on warrior at some point and want to play something equally as fun to change builds with.

Edited to entail my thoughts more clearly.

(edited by petespri.6548)

NOT the CDI: Ranger Aspects - an alternative

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Personally I’d prefer they reworked pets to work better, but that could just be me.

Regardless though I dont think they’d actually do it. They are just letting people blow off steam in the CDI, but ultimately they dont want to change the rangers core mechanics, just fix it up a bit.

They should make builds with and without pets both viable. Fix pets, and also make it so you aren’t required to use them.

I want an archer, not a pet master. Why do so many games make you think that Rangers need a pet? I want a leather-armor-arrow-slinger… and I don’t want to micro manage a zoo.

Collaborative Development: Ranger Profession

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The only reason I personally would complain about this is that it takes dev time to implement, when that time could be spent fixing the ‘gimmick’ of the class and keeping the theme alive.

Anyway, that’s my two cents and I’m bowing out for now to let others contribute!

For sure! Thanks for the feedback!

My 2 cents are that I want an arrow class, but no pet. It sucks to be forced to play warrior, when a leather armored ranger using both bow types is what I want to play, minus the pet.

I would love this as an option, whether tied into a trait tree (survival?) or as a class mechanic.

CDI- Fractal Evolution

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petespri.6548

Quick note to say that I am up to date on the proposals and small number of discussion points.

Chris

Not anymore!

CDI- Fractal Evolution

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petespri.6548

Proposal Overview
My suggestion is titled the The Infinite Gauntlet Fractal. The goal is to have an infinitely generated hallway [yet substantially wide]. There would be pillars, holes, and some endless drops from wall to wall that must be crossed by bridges. This will be filled with all sorts of different mobs, going from easier to harder as you progress further down the hallway, possibly with different themed groups of mobs as well.

The goal of this fractal is to simply go AS FAR as your group can handle before being overwhelmed by enemies, or not having enough dps/efficiency/support to go further. The goal is simply the longest linear distance that you can achieve with your group.

Also, this Fractal will go on forever (see Cube World for this concept). Alternatively, it could simply be made finite and very very difficult so that it is not possible to make it further in order to prevent logarithmically generated bugs.

Goal of Proposal
The goal is simply to focus on group play and “fighting through enemies” and objectives as a team unit. Many fractals are focused on getting to the end as fast as possible. This fractal would focus on forming good tactics in order to progress. While good tactics are helpful in other fractals, currently, as long as you are “good enough” you no longer have to try harder. This fractal focuses on group play tactics as primary advancement.

Proposal Functionality
This fractal (The Gauntlet Fractal, as I will call it) is to simply be a fractal that allows players to measure their group abilities by recording distance and determining how far they can make it with different skills, builds, and profession mix ups. Functionally, if you rolled this fractal, this would be the only one, as the length should potentially be the length of the normal fractals required to complete. Chests would be obtained at set periodic linear distances.

Associated Risks
Biggest challenge is getting this to auto-generate logrithmically without bugs that would frustrate players. Alternatively, it could simply be made farther and harder than thought possible to complete.

Second Risk is players hating it as it could be viewed as “elitist”.

(edited by petespri.6548)

propose a possible change to Mending?

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petespri.6548

I’d like to see a healing skill for warrior that actually scales with healing power.

Additionally, I’d like to see our healing traits (ie, 30 tactics) be in the TRAIT LINE that gives +Healing Power. It’s just wrong to put it in the boon/vitality line.

Why I've changed my mind on Ascended

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So should I go for +all stat ascended on my warrior for my armor? That is the only one I would consider because of the time and gold sink and my desire to switch builds.

It doesn’t seem like it would be worth it or BiS?

Has anyone else mulled this over?

Recover upgrades from Karma/WvW gear

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petespri.6548

IMO, with the Karma nerf there is NO REASON for this to be an issue.

I still salvage stuff and invitably run into something I cannot salvage. I dont know if it is because it is from personal story, some random karma purchase, or some other issue.

Quite frankly, a number of systems in GW2 have many exceptions that just make it hard to understand. I dont think I’ll ever understand Mystic Forge crafting. Some items you throw away, others you can always count on recipes converting things (ie, making ascended stuff via guarenteed upgrades).

This is one of those things that is confusing as hell and should be pulled out, or the game should warn you on it when purchasing that “NO SALVAGE AVAILABLE”. There is no reason to not inform your playerbase, especially with exceptions.

Why I've changed my mind on Ascended

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That is a great point Cliff. Sums it up pretty well at this point. With all the changes, better to wait.

Why I've changed my mind on Ascended

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I’ve heard this a number of times, but would like clarification.

1. 10% stats is a lot. Can anyone link 2 builds that compares and shows this?

2. Even assuming it is a full 10%, what is the full percentage when you compare player A to player B when adding in stats from the toon before gear. What is the absolute stat difference?

I am very curious, thanks!

ps- My big reason for not going with CRAFTED ascended is that it locks me into one style of build. Berserker? Hope you never want to play Condi, Support, or any other hybrid or mix of gear build. That is not my style. I do however use the rings, amulet, trinkets. Working on a back piece slowly, and maybe a weapon (gasp) after that.

Exotic

Ascended with infusions

The ascended will deal 5.54% more damage than the exotic with kit skills, and 10.8% more damage with rifle and toolbelt skills, while having 2.7% higher armor. This is before precision/crit damage boosts such as fury, banner of discipline, and spotter are added, which increases those damage %s even more. For damage builds, increasing these values a little can make a larger difference than you would expect, due to the way damage multipliers work in this game.

Thanks for that, very much appreciated. Nice to see a build calculator that is still around and actually up to date!

All that said, 10% is a substantial amount. I am of the troop that would rather not have seen Ascended added at all, but it is and it is here to stay. I would have preferred it kept at 5% because that would give people something to grind for, yet also not be as big of a difference. 10% is a substantial and very noticable amount, especially in group scenarios.

That said, I will never grind more than one set of it. I have my trinkets, amulet, ring at this point. I suppose I will start on a weapon first now.

BUT I am torn on armor. I do NOT want to pigeon hole myself. I wonder if ascended Celestial would be worth it over specific Condition, Berserker sets? Hmmm, any help on this one?

Thx.

Why I've changed my mind on Ascended

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petespri.6548

A player in full ascended equipment has 179 more stat points from equipment than a player in full exotic (assuming 2h weapon), as well as ~5% higher weapon attack (yes, this means 5% higher damage, unless you’re using bundles for main damage) and ~5% higher defense on armor. A player using the maximum number of +stat infusions would have 249 more stat points than the player in full exotic. I would hardly call a 10% increase in stats from equipment ‘insignificant’.

I’ve heard this a number of times, but would like clarification.

1. 10% stats is a lot. Can anyone link 2 builds that compares and shows this?

2. Even assuming it is a full 10%, what is the full percentage when you compare player A to player B when adding in stats from the toon before gear. What is the absolute stat difference?

I am very curious, thanks!

ps- My big reason for not going with CRAFTED ascended is that it locks me into one style of build. Berserker? Hope you never want to play Condi, Support, or any other hybrid or mix of gear build. That is not my style. I do however use the rings, amulet, trinkets. Working on a back piece slowly, and maybe a weapon (gasp) after that.

The New CDI Topics

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Specifically, I keep waiting to see some simple things:

1- Bug fixes for engineers and many other classes.

Other than listing them (already done) what is there to talk about? Beyond the conversation we’ve already had…

ArenaNet: That is a nice list. Thank you.

Players Everywhere: No, not “thank you”. FIX IT.

2- A graphics option to reduce/eliminate particle effect.

Another truly short conversation I think…

ArenaNet: Yeah, that’s a problem. We should add something like that to the menu structure.

Players Everywhere: Duh!

3- An option to filter TP armor not only by slot but also by light, medium, heavy.

See item 2. Word for word.

4- Increased build variety for classes. Instead of doing minor balancing changes to just a few skills to a few classes every couple of months, you are going to need to do some serious over-hauling to get some classes more than 2 or 3 builds. The game didn’t release at a close-to-balanced state to make such small changes like you have been doing. Make some bigger ones to some classes to get them some more variety to play styles!

Lets see what kind a stampede we get from looking at one class real hard before having every single “I love my main and all other professions can suck it” player show up at the same time

Thanks for your hard work Chris, and all of Anet! I do mean that sincerely! I love the game that you made, I just wish you were spending your time on the basic stuff of the game instead of where it is allocated now.

I don’t think having 4 people set to “outward-facing chat mode” is going to grind the entire enterprise to a halt . I suspect most of the bug-squashing coders are still chained to their desks… where they belong .

You are right, what I am looking for is for them to actually allocate those debugging coders to content that has been broken since betas instead of doing bugfixes on new content they are looking at. Yes, I want a simple one line quote that says “We will fix this by the next patch (or 8 weeks from now, etc)” because IMO, releasing new content that has bugs without fixing the old stuff or adding features that have been needed since release is very poor decision making. Who values living story and prioritizing that over very long standing bugs and features that are desperately needed…. especially when it’s your own game?

The New CDI Topics

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petespri.6548

Hi Chris-

Just wanted to say thank you for these CDIs and the game. I have enjoyed many hours in GW2.

I need to be honest though, it is discourage to be hearing you guys talking about subjects to talk about when there are so many basic functions of the game that have been neglected or still remain as bugs from launch. It’s also disheartening to hear that so many of these subjects are things that we have been hoping and asking you for for over a year now, only to find out that you are just now asking for feedback so you can decide what direction you want to take it. But it’s really the basic stuff that has not been dealt with since launch that is hard to live with anymore.

Specifically, I keep waiting to see some simple things:

1- Bug fixes for engineers and many other classes.

2- A graphics option to reduce/eliminate particle effect. In a skill based game and not being able to see through so many layers of crap makes me not want to play your group content at all. How can I dodge a boss attack when 30+ aoe’s are rainbow bombing over everything that the boss is doing?

3- An option to filter TP armor not only by slot but also by light, medium, heavy.

4- Increased build variety for classes. Instead of doing minor balancing changes to just a few skills to a few classes every couple of months, you are going to need to do some serious over-hauling to get some classes more than 2 or 3 builds. The game didn’t release at a close-to-balanced state to make such small changes like you have been doing. Make some bigger ones to some classes to get them some more variety to play styles!

All that said, I’m really not trying to be negative. I love the game, and I enjoy playing it, it’s just a bummer to know that I could enjoy it so much more (my first toon was an engineer that I leveled until I realized that many things were not working at all or as intended). But even with all of that, please continue the CDI! I love the feedback on things that at least you are willing to talk about. I like to at least hear what you guys are thinking, because it helps me know what direction the game will go.

Thanks for your hard work Chris, and all of Anet! I do mean that sincerely! I love the game that you made, I just wish you were spending your time on the basic stuff of the game instead of where it is allocated now.

See you in-game

Thief tanking builds

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Hey there. Looking for thief tanking builds. I’m open to any weapons, traits, or armor. I’m fine with evasion tanking too.

Basically, builds for bunkering and/or soloing crap in pve, including groups of mobs.

Please reconsider base-health values

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i think anyone would agree that even going to EHP, somw classes just die way easier unless they gear and trait everything defensive.

the point of bringing base pools closer together is to free up more builds, both gear and trait choices.

{All Modes} Warrior. Issue of Not Nerfing

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What nerf would you propose drkn and thanks for your honesty?

i think that all other proffs should be given the same base hp and start from there.

i like playing warrior because it has some lee way. i dont like playing thief and ele because the margin for erroe is so small. buff the low hp classes to the same as warrior and lets see how it shakes out.

another change i would like to see is armor. make heavy reduce physical dmg, with light armor not blocking as much physical. make light armor reduce magical, withy heavy not reducing as much magical. make medium armor a split balance of both of them. right now heavy is plain better and there are no trade offs.

{All Modes} Warrior. Issue of Not Nerfing

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petespri.6548

Warriors are absolutely overpowered in GW2!

They bring the most damage and heavy Armor + a very large pool of vitality & support.

Reduce the damage of the warriors and hold the damage of all other gamers and it would be fair.

Please think about that, thanx

I like my warrior. But you hit on something accurate: High base HP and High Armor in this game are a problem. They are a problem because the swing from high base HP to Mid and Low is a HUGE swing. Same goes with armor.

Those need to be brought in line in the next round of balance. It would change a LOT.

I’ll be honest too. I like a simple style of gameplay. I like high “passive” base states like hp and armor. I also like a ton of weapon variety. This is why I picked warrior. I would give playing a thief a try if their base HP and medium armor didn’t suck so bad. Same with Elementalist. I’d try a Ranger if I didn’t have to have a pet (I’ve always wanted a longbow class w/o a pet…. only warriors can do this other than Rangers).

Just my 2 cents.

(edited by petespri.6548)

CDI- Character Progression-Horizontal

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My opinion on Sub-class system is:

  • The system works very well. Why? Can make professions a little more exclusive. Ex: Thief vs thief and both have different sub classes we can see 2 different play styles.

It makes me wonder where the game has gone wrong that people don’t realize WE ALREADY HAVE THIS. My Super Unicorn in all Settlers gear is an effective WvW Thief spec that doesn’t even go into stealth. A mantra healing Mesmer is completely unlike a Shatter-duelist spec.

  • Sub-Classes could also be the way to add new weapons.

Or we could, just, you know… add them to the game and allow players to mix and match as their tastes and imagination prefer.

  • Trait Templates – You could save a build to quick change if you are on wvw or pve and change if you are Out Of Combat.

So now I can set up my ‘groups of trash mobs smashing build’ and my ‘boss-killing build’, and sweep through dungeons even faster than before toggling the two because now I don’t have to make any strategic decisions at all… It doesn’t get much more vertical than that.

Horizontal progression design is hard, because you have to add cool to the game without appealing to the lust for naked POWER. Its hard, but its also worth it.

Excellent post Nike.

Your question here:

‘It makes me wonder where the game has gone wrong that people don’t realize WE ALREADY HAVE THIS. My Super Unicorn in all Settlers gear is an effective WvW Thief spec that doesn’t even go into stealth. A mantra healing Mesmer is completely unlike a Shatter-duelist spec.’

We don’t teach it well enough and therefore it is obfuscated to the point that players have already invested heavily in a particular role making experimentation in diversification less appealing (for a multitude of reasons).

Recently however we have been working kitten balance and situational role parity and bit by bit in game you can see player’s experimenting much more. This is a very good sign and will afford us a stronger foundation to build our content on moving forward.

Thus the timing around this topic is actually excellent.

Chris

I think the disconnect is the massive difference in base HP that professions have, and to some extent toughness from armor type also. An elementalist and thief are going to have to, by default, take more Vitality. There is much less of a choice when it comes to gear. In ratio terms:

A warrior can go glass cannon without stacking any vitality and have full freedom of gear and traitline choices and still have a margin to survive.

A thief can go glass cannon, but will not have the margin to survive that the warrior has, nor the freedom of gear and trait choice, simply because of base HP.

Would you guys ever consider bringing base HP and armor type values closer together?

(edited by petespri.6548)

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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I was simply stating that the problem is we are not going to address the issues that the passive sustain is creating until we make the active use have a place in combat so even if it is not THE PROBLEM, it is the blocking issue.

Jon

Active: Heal 66% of the damage that you took over the past 5 seconds.

Best Racial?

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The only racial worth looking at and considering for viable use is the human hounds of balthazar elite. The rest of the racials are terrible in terms of damage and/or utility. As an ele your FGS is your only good elite, and as a non-human ele you should never change it out. Tornado sounds cool but it doesn’t make you invulnerable so you will just get shot down by putting a big target on your head. Though Tornado is the only elite you have access to underwater so you might consider getting it for that.

Totally disagree on this one. Best racial skill out there is the human skill, Prayer to Lyssa http://wiki.guildwars2.com/wiki/Prayer_to_Lyssa.

12 second cooldown to give your enemy a condition and a boon to yourself? Yes please. I love getting 2 Aegis’ over a 24 second period. I love chilling my enemy. This skill is so under-appreciated.

Aside from that, Radiation Field is great for PVE and giving a Profession a combo field. Warriors, for instance, only have one combo field available from the Longbow.

CDI- Character Progression-Horizontal

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On the subject of using the map to tie things into horizontal progression:

Please make a map or two with only one or just a few waypoints. Preferably tougher maps where you can feel like you really earned your way to an outpost, etc.

CDI- Character Progression-Horizontal

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My Top One:

New weapons, and more skills for existing weapons and unique ways to acquire them. I want this because the build and creative side of what Guild Wars is to me is very stale right now.

How to acquire: Skill Challenges. Instead of collecting points, fight a veteran that is using the skill that you want on you. Additionally, I would scale the player down in these encounters green level stats at the MOST.

Additionally, make some of these skill points champions which use the skill that you are wanting to acquire. Additionally, for each profession that is represented, have it use that Professions skill in its rotation. Have it require people to recruit help from a guild or from the zone.

Additionally, you could have new Elites acquired by running dungeons in green level gear scale (ie, auto-scale the gear of the group down to that level). Make you and the team do more with less to earn an elite of choice.

Have some movement related skills, weapon or utility, be tied to completing jumping puzzles and even vistas (not all of them have to be “hard”).

Lastly, I’d like to see some skills acquired in chests at the end of a ‘cave’ crawl. Not an instanced dungeon, mind you, but an open world cave system with a chest at the end.

I’m sure there are others, but this would make the skill stagnation change for me, would open up more pve builds, and would give me incentive to get out into the world to explore unique corners and enemies to be uniquely rewarded with skills that build my character.

Extractor Question

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bump, just in case someone knows

Steam hammers, when, how and if?

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petespri.6548

Maybe you’ve unlocked every skill and know every trait, and have your legendary… what’s left? Well these new skills will keep you progressing without constantly inflating your power and making it impossible for others to catch up. Along with the new system, new ways and activities to earn skill points will be added and there won’t be some insane grind to obtain them. It’ll be much like the current system of unlocking skills. What’s more is that the team is also working very kitten finding a way to make it so that every profession has access to every weapon and their own weapon skills for those previously locked weapons. Engineer plus Hammer? Check. Again, there’s no specific timeline for this, but a new progression system is coming. Finally those level 80s you’ve been hoarding will get some use, as they’ll be adding more and more skills and traits to the game for years to come and on a regular basis for players to obtain.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/7597/ArenaNets-Master-Plan-for-2013.html

Extractor Question

in Black Lion Trading Co

Posted by: petespri.6548

petespri.6548

I already have a full set of Melandru and Lyssa armor. Apparently you cannot salvage it (which I did no now, nor are you notified on, heh). Now I have a bunch of gear eating up lots of inventory space, and I just want to get the Runes out.

If I can’t salvage it with a kit, maybe I can’t extract it either, but I’d at least like to know.

CDI- Character Progression-Horizontal

in CDI

Posted by: petespri.6548

petespri.6548

What happened to the adding of new skills in 2013? There was this master list for 2013 from mmorpg that had it listed as being done in 2013? http://www.mmorpg.com/gamelist.cfm/game/473/feature/7597/ArenaNets-Master-Plan-for-2013.html

Well, all those people who downvoted me on Reddit can eat it: brand new skills and traits are coming to GW2 before the year’s end and they’ll all be profession specific. Keeping with ArenaNet’s goal to avoid gear inflation, this system is intended to act as a sort of horizontal progression for your character.

Maybe you’ve unlocked every skill and know every trait, and have your legendary… what’s left? Well these new skills will keep you progressing without constantly inflating your power and making it impossible for others to catch up. Along with the new system, new ways and activities to earn skill points will be added and there won’t be some insane grind to obtain them. It’ll be much like the current system of unlocking skills. What’s more is that the team is also working very kitten finding a way to make it so that every profession has access to every weapon and their own weapon skills for those previously locked weapons. Engineer plus Hammer? Check.

Extractor Question

in Black Lion Trading Co

Posted by: petespri.6548

petespri.6548

I am thinking of buying this, but wasnt clear how it worked.

If I want to extract Runes from Karma purchased gear in Orr (X of Melandru, for example), can I do that with this?

Thanks

CDI- Character Progression-Horizontal

in CDI

Posted by: petespri.6548

petespri.6548

My top 3:

1- I want more build variety in Traits. Some traits need to be incentivized, others need to be moved, and in general, lines need to be worked on. There needs to be more flavor in traits.

2- I have been waiting for more weapon skills. We need more variety. I totally understand that it will make it hard to balance. Listen, I am willing to overlook not having subclasses if you give me some more skill variety so that I can use my mind to make a build that I enjoy.

3- Acquiring new skills should be tied to the map somehow with skillpoint challenges. Bring me back to the world, and keep it unique by keeping skill challenges tied to skills. Perhaps phase them for different classes, and have the skill challenge enemy use the skill on you that you are trying to acquire.

In general; I want more build customization! I know it will be harder to balance with more skills and traits. I would prefer faster corrections (quantity adjustments, nerf/buff) to hone in on the best power of the skill more quickly.

Anet, ty for this game, and I'm waiting

in Guild Wars 2 Discussion

Posted by: petespri.6548

petespri.6548

Seriously, I have had a blast in this game and have spent a lot of time here. I wanted to give a big shout out to the developers for the hard work they have done that has given me such a fun time. You deserve Kudos, and I know that you don’t hear enough of it on these forums.

I also wanted to say that I love the business model that you have. I love the B2P and what you have in the CS. I have purchased inventory, character slots, and harvesting tools. It is a good model and I have never felt coerced. For this alone you guys should get some praise. Really. There is no other AAA MMORPG on the market like it.

Now I wanted to let you know why I haven’t been playing lately. Simply, I love playing a longbow warrior and I want more variety with weapon skill choices. I HOPE you are adding more weapon skills for currently existing weapons. I REALLY want you to pull through the old GW1 system of more abilities to choose from.

Yes, I want new weapons like crossbows, and yes, I know that balance is hard and time consuming when you add in more weapon skills for already existing weapons, but I’m bored out of my mind with the 1-5 same old weapon skills.

I’ll be watching your updates, as I always do. I’m looking forward to what you do in the future!

Wish list for balance patch after pax

in Engineer

Posted by: petespri.6548

petespri.6548

1. Base health increased to match Warrior and Necromancer

2. “Random” proc skills are 50/50 between similar effect (Elixir H procs Protection OR Regen), with possibly a minor 100% proc (and 3 seconds of Swiftness).

3. A non-kit build becomes viable.

4. Mortar is able to be held and charged and is no longer ground targetable. 2500 range.

5. My favorite…. Crossbow with Lightning Combo Fields!

(edited by petespri.6548)

Heavy Up the Engineer (Yes, another one)

in Engineer

Posted by: petespri.6548

petespri.6548

Engineer is not a soldier profession.

However, none of the adventurer professions are at high health pools. Engineer should have the same base HP as a Warrior and Necro to match the more “durable” feel that the engineer feel should have. They you would have thief with low HP, Ranger with Medium, and Engineer with High (instead of medium).

Heavy Armor is NOT something that they should get. You aren’t creating inventions and gadgets in plate; it’s too restrictive. Leather/mail is much more class-fitting.

Mouse cursor disappearing

in Bugs: Game, Forum, Website

Posted by: petespri.6548

petespri.6548

Most of the time my mouse cursor is able to be seen. Occasionally (mostly in dungeons) by mouse pointer will disappear for several seconds. This really sucks. I have updated drivers and software.

What is the cause for this, and is there a solution to be found?

Thanks in advance.

Warrior: The most overrated class in dungeons

in Warrior

Posted by: petespri.6548

petespri.6548

Longbow + Axe/Horn = Fire Field every 10 seconds with 2 blast finishers, 1 whirl finisher, 1 leap finisher and 2x 100% projectile autoattack finisher (LB). Shouts for group support and adrenaline building.

I’ll keep playing my dungeon warrior as LB/Axe/Horn, tyvm!

Improving Engineer's Main Hand Weapon choices

in Engineer

Posted by: petespri.6548

petespri.6548

Also, plugging Crossbows combined with some Lightning Fields. Bring on the electric engineer!

Improving Engineer's Main Hand Weapon choices

in Engineer

Posted by: petespri.6548

petespri.6548

Honestly, I dont think things are as bad as you say they are with weapons. No doubt some cast times, aftercasts, and dmg can all be adjusted better.

The big issue, in my book, is that kits add so much more utility and available skills that no one makes builds to support weapons.

On top of that, in the Firearms line, you have to pick up 3 traits just to increase range, decrease recharge, and add an effect (piercing:pistol, blind:rifle) that you loose a crap tone of utility.

If I were Anet, the first thing I would do to make kitless builds WORKABLE would be to clump pistol range, CD and piercing into a Master trait, and also rifle range, CD, and blinding. Then at least you would have some other traits that could focus on utility of the weapons themselves.

Just IMO, of course but Firearms is so bloated.

Pure of voice + soldier runes?

in Guardian

Posted by: petespri.6548

petespri.6548

Nice, got to get that wiki updated! Ty for the quick replies!

Pure of voice + soldier runes?

in Guardian

Posted by: petespri.6548

petespri.6548

Will you remove 2 conditions per shout if you have the runes and pure of voice? I can’t find any info on the wiki. Thanks!

Engineer Crossbows and Lightning Fields!

in Suggestions

Posted by: petespri.6548

petespri.6548

1. Your solution seems fine as the point is not to have permanent swiftness from a weapon skill. An icd would be fine as well, or .5 sec per hit.

2. I don’t think this skill is pointless when compared with #1 since it requires stationary channeling. You could also reduce range on #1. And I did intend levels as you more clearly laid out; my wording is not the best.

3. Your mods to #3 are not bad. Torment doesn’t fit with the weapon anyway, now that I think about it more. Also, considering that we already have a pull, maybe it would be better to pull yourself to target.

4. Seems fine, maybe adjust durations.

5. Probably better to pulse 3 times over 6 seconds and keep a 1sec daze duration.

6. I can think of a number of weapons that have more than 1 and even 2 control effects on them, so I don’t think this is an issue, so long as there isn’t overpowered synergy, which I think could easily be managed for this.

Engineer Crossbows and Lightning Fields!

in Suggestions

Posted by: petespri.6548

petespri.6548

I’d love crossbows . I could see them on Engies and Thief for sure

Would see them more on Ranger than Thief. A crossbow’s not really “stealthy”

Here’s to hoping they make some non full stealth more rogue type builds viable for thief.